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InsideQC Forums • View topic - dual monitor gamma issues

dual monitor gamma issues

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Re: dual monitor gamma issues

Postby r00k » Mon Mar 09, 2015 3:50 pm

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Re: dual monitor gamma issues

Postby mh » Mon Mar 09, 2015 4:34 pm

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Re: dual monitor gamma issues

Postby Spike » Mon Mar 09, 2015 5:18 pm

20k fps is more fun... yay threads. :)
thankfully most clients have been fixed to avoid spamming servers with 2000 packets per second, despite the hilarity of doing so.
said clients getting kicked because of it may be why they got fixed.
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Re: dual monitor gamma issues

Postby Baker » Mon Mar 09, 2015 7:18 pm

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Re: dual monitor gamma issues

Postby ericw » Mon Mar 09, 2015 7:34 pm

Hm, maybe you're right, Baker. At least, it could be better to go that route for an engine like Quakespasm which has no fancy visual effects.

I just would just want to make some comparison images with transparent water, fog, etc., to see the difference between doing gamma on the finished frame vs the textures.
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Re: dual monitor gamma issues

Postby Baker » Mon Mar 09, 2015 8:28 pm

Correct me if I am wrong, but here goes:

Mathematically on paper, the blending of 2 gamma corrected textures should yield the same texture as 2 non-gamma corrected textures which then have the gamma applied because the mixing is of the color components (R, G, B) which have individual gamma correction. On a computer it will be slightly different as with any floating point calculation. (Or am I missing something here, which is possible like a low blue value and a high blue value can't interpolate.)

So transparent water and alpha blended textures aren't a problem because you aren't apply the gamma to application of the texture (cumulative) but only once. Which is why GLQuake 0.98 which has a -gamma command line parameter, renders transparent water just fine.

The real issue would be that you would need to apply gamma correction to fog color, especially since fog tends to hit opaque.
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Re: dual monitor gamma issues

Postby mh » Mon Mar 09, 2015 9:58 pm

The real issue is colours that don't come from the Quake palette (or from textures).

Personally I'm in two minds about this. Gamma is one of those settings that you're not going to be changing every frame. You'll change it once, maybe tweak it a little to find a value you like, then you'll leave it be for the rest of eternity. That argues against real time control. On the other hand the big advantage of being able to do it in real time (and with instantaneous feedback - not having to wait for textures to reload!) is to be able to see and compare the effect of different values.

I'll content that even having to wait 0.5 seconds to see the effect of a gamma change is a barrier to most players. They'll get pissed at you for it.

Regarding FPS, a drop from 700 to 300 isn't "shredding FPS".

700 FPS = 1.42 milliseconds per frame.
300 FPS = 3.33 milliseconds per frame.

Gamma therefore takes (3.33 - 1.42 =) ~2 milliseconds to apply.

Compare that to a case where your normal FPS is 200. That's 5 milliseconds per frame. Add gamma and you run at 7 milliseconds per frame, or 142 FPS.

The whole idea that dropping from some-huge-number to some-other-huge-number is somehow catastrophic is just bogus. But that's something else that players will get pissed at you for, unfortunately. :evil:
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Re: dual monitor gamma issues

Postby Baker » Mon Mar 09, 2015 10:18 pm

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Re: dual monitor gamma issues

Postby Baker » Mon Mar 09, 2015 10:28 pm

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Re: dual monitor gamma issues

Postby ericw » Tue Mar 10, 2015 6:23 am

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Re: dual monitor gamma issues

Postby Baker » Tue Mar 10, 2015 6:53 am

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Re: dual monitor gamma issues

Postby Spike » Tue Mar 10, 2015 9:26 am

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Re: dual monitor gamma issues

Postby r00k » Tue Mar 10, 2015 7:33 pm

on a side not isnt it possible to mimic the gamma 'colors' kinda in the way that overbright does? would only be done once at map load, or realtime, yet only once.
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Re: dual monitor gamma issues

Postby Baker » Wed Mar 11, 2015 12:42 am

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